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Last Updated
4 months ago
First Uploaded
4 months ago
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26K
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126KB
Dependency string
score-MoreElites-1.1.7
Dependants

More Elites

SUBMIT ANY ISSUES USING THE LINK ABOVE

There's a config for disabling specific elites, setting which tier an elite will appear in, and Tier1/Tier2 HP and Damage Multipliers.

Try out setting echo and volatile elites to GuildedTier, where they will begin to appear on stage 3 onwards along with the guilded elites. HP and Damage will adjust accordingly.

Tier 1

Volatile (RoR1)

  • All attacks explode
  • Fires a missile in random intervals between 1 and 5 seconds (inclusive)
  • Missile damage uses fixed scaling instead of base damage
  • Fixed damage scaling values: 12 base +2.4/lvl for normal enemies and 18 base +3.6/lvl for boss class enemies

2 lems

Frenzied (RoR1)

  • +2 base move speed
  • +50% attack speed
  • Teleport to closest enemy or in move direction

Empowering

  • 25m radius zone that applies a warbanner buff to itself and surrounding allies

Tier 2

Echo

  • Spawns 2 clones of itself with 10% max HP
  • Clones die if main body is killed
  • Clones fire hunter projectiles
  • Hunter Projectiles damage uses fixed scaling instead of base damage
  • Some crown displays might be wonky.
  • Fixed damage scaling values: 24 base +4.8/lvl for normal enemies and 32 base +7.2/lvl for boss class enemies
    • I don't loop lmk if these values are too high or too low

3 elite beetles

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